gsdx-ogl: remove old ati hack for point sampler

Was never used on openGL

In the future absolute coordinate will be use anyway
This commit is contained in:
Gregory Hainaut 2015-08-14 08:19:48 +02:00
parent ed21d88735
commit 6b84a89b6a
4 changed files with 0 additions and 32 deletions

View File

@ -291,7 +291,6 @@ class GSDeviceOGL : public GSDevice
// Hack // Hack
uint32 tcoffsethack:1; uint32 tcoffsethack:1;
//uint32 point_sampler:1; Not tested, so keep the bit for blend
uint32 _free2:19; uint32 _free2:19;
}; };

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@ -820,9 +820,6 @@ void GSRendererOGL::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sour
ps_sel.ltf = bilinear && !simple_sample; ps_sel.ltf = bilinear && !simple_sample;
spritehack = tex->m_spritehack_t; spritehack = tex->m_spritehack_t;
// FIXME the ati is currently disabled on the shader. I need to find a .gs to test that we got same
// bug on opengl
//ps_sel.point_sampler = 0; // !(bilinear && simple_sample);
int w = tex->m_texture->GetWidth(); int w = tex->m_texture->GetWidth();
int h = tex->m_texture->GetHeight(); int h = tex->m_texture->GetHeight();

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@ -20,10 +20,6 @@
#define PS_TCC 1 #define PS_TCC 1
#endif #endif
// Not sure we have same issue on opengl. Doesn't work anyway on ATI card
// And I say this as an ATI user.
#define ATI_SUCKS 0
#define SW_BLEND (PS_BLEND_A || PS_BLEND_B || PS_BLEND_D) #define SW_BLEND (PS_BLEND_A || PS_BLEND_B || PS_BLEND_D)
#ifdef FRAGMENT_SHADER #ifdef FRAGMENT_SHADER
@ -81,16 +77,6 @@ layout(std140, binding = 21) uniform cb21
vec4 sample_c(vec2 uv) vec4 sample_c(vec2 uv)
{ {
// FIXME: check the issue on openGL
#if (ATI_SUCKS == 1) && (PS_POINT_SAMPLER == 1)
// Weird issue with ATI cards (happens on at least HD 4xxx and 5xxx),
// it looks like they add 127/128 of a texel to sampling coordinates
// occasionally causing point sampling to erroneously round up.
// I'm manually adjusting coordinates to the centre of texels here,
// though the centre is just paranoia, the top left corner works fine.
uv = (trunc(uv * WH.zw) + vec2(0.5, 0.5)) / WH.zw;
#endif
return texture(TextureSampler, uv); return texture(TextureSampler, uv);
} }

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@ -879,10 +879,6 @@ static const char* tfx_fs_all_glsl =
"#define PS_TCC 1\n" "#define PS_TCC 1\n"
"#endif\n" "#endif\n"
"\n" "\n"
"// Not sure we have same issue on opengl. Doesn't work anyway on ATI card\n"
"// And I say this as an ATI user.\n"
"#define ATI_SUCKS 0\n"
"\n"
"#define SW_BLEND (PS_BLEND_A || PS_BLEND_B || PS_BLEND_D)\n" "#define SW_BLEND (PS_BLEND_A || PS_BLEND_B || PS_BLEND_D)\n"
"\n" "\n"
"#ifdef FRAGMENT_SHADER\n" "#ifdef FRAGMENT_SHADER\n"
@ -940,16 +936,6 @@ static const char* tfx_fs_all_glsl =
"\n" "\n"
"vec4 sample_c(vec2 uv)\n" "vec4 sample_c(vec2 uv)\n"
"{\n" "{\n"
" // FIXME: check the issue on openGL\n"
"#if (ATI_SUCKS == 1) && (PS_POINT_SAMPLER == 1)\n"
" // Weird issue with ATI cards (happens on at least HD 4xxx and 5xxx),\n"
" // it looks like they add 127/128 of a texel to sampling coordinates\n"
" // occasionally causing point sampling to erroneously round up.\n"
" // I'm manually adjusting coordinates to the centre of texels here,\n"
" // though the centre is just paranoia, the top left corner works fine.\n"
" uv = (trunc(uv * WH.zw) + vec2(0.5, 0.5)) / WH.zw;\n"
"#endif\n"
"\n"
" return texture(TextureSampler, uv);\n" " return texture(TextureSampler, uv);\n"
"}\n" "}\n"
"\n" "\n"